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Zompiercer News

Redesign of the Locomotive and release of the soundtrack.

Hey, drivers! A few months ago, a player Arling wrote to me with a proposal to model a new improved train and create modifications for it. In the process of discussing the redesign of the train and its improvements, I realized that Arling has an incredible imagination for unusual technical solutions for various equipment. Some technical changes were made to the old locomotive, the interior was completely redesigned, as well as improvements and full armoring of the hull. You can see the result of our work below.

A car without improvements and armor.


A car with a full set of improvements and armor.


Completely redesigned interior.


Link to the 3D model on the author's website.

We plan to extend our cooperation. In the plans, at least a redesign of the car platform and all game workbenches, and then we'll see.
The probable time of implementation of this locomotive is the 18th version of the game.

I am also glad to announce that today the soundtrack for the game was released. If you liked the music from the recent update and want to support the development, this is a good way to do it.

https://store.steampowered.com/app/2858040/Zompiercer_Soundtrack/



Update 16.4 alpha

Hey, drivers! The work on the main part of the music for the game has unexpectedly finished. Considering the importance of the work done, it was decided to release an additional separate update dedicated to music. Musical themes were developed for various game situations. An individual musical theme sounds day and night, on a train or in a tunnel, when fighting a boss or ordinary zombies. Each melody was carefully developed with the composer, taking into account its purpose. At the moment, the game has 16 unique compositions, but gradually 5-7 new musical compositions will be added for those game situations in which the player spends more time than usual, in order to diversify the musical range. Also, for individual adjustment of the atmosphere, the player has access to the pause setting between playing musical themes.



There were also suggestions to implement aiming with firearms by holding down the right mouse button and activating the run by pressing the run button once, without having to hold it down all the time. Now these settings are optional. The settings are temporarily located in the mouse menu, but will eventually be moved to the theme menu.



Lighting in buildings, shadows and basements has been improved. Previously, objects in the shadows did not reflect light and appeared flat, this has now been fixed. Also, in complete darkness, the player will no longer be completely blind, instead, the player will barely be able to distinguish objects and walls around him within a couple of meters.

Example of vision in complete darkness.


Examples indoors.


When developing the base for version 17, I realized that the game uses home kitchen furniture to decorate restaurants and canteens. This may seem insignificant, but I decided to fix it anyway.



You may notice that the music update is quite heavy. The update was unexpected and unplanned during the development of update 17 and the game already has most of the content for version 17 of the game.

Composer Viktor Khomyak is working on the music for the project. You can see his other works at the link below.
Victorkhomiak


[h2]CHANGE LOG[/h2]

Improvements

  • Music for different game situations has been implemented.
  • Music and sounds are muted when switching to the pause menu.
  • You can optionally activate aiming from firearms only while the button is held down.
  • You can optionally enable running with one key press.
  • Most plant textures have been optimized.
  • The status of the locomotive's rear searchlight is saved when loading.
  • When loading the game, the effect of effects such as healing, regeneration, poisoning is saved.
  • When loading the game, the headlamp status is saved.
  • When consuming items, the movement of items in the inventory is temporarily blocked, which helps to avoid a number of bugs.
  • The designation of mouse buttons in the control settings menu has been fixed.
  • The chance of rainy weather has been reduced by 50%. The duration of weather has been reduced by 30%.
  • Kitchen furniture in restaurants has been replaced with professional ones.


Bug fixes

  • Fixed the ability to install an item in a slot for firearm upgrades.
  • Fixed a bug where the ability to interact with the environment disappeared if the player exited the workbench with a blinking cursor for selecting the number of items to produce.
  • Fixed a bug where the tank was not filled with rainwater if the priority tank was in the form of a planned building.
  • Fixed a bug in the city location where the asphalt disappeared underfoot on some sections of the road.
  • Fixed a bug where the glass in a large window broke without sound.
  • Fixed a bug where the glass did not break from a grenade explosion.
  • Fixed walls without collisions in farmhouses.




Development news for version 17.

Hey, drivers! I promised that I would find time for development news and I have something to share with you.

At the moment, all the key characters have been written and preliminary models have been developed. This is not the final version, the images will be modified or even partially redone. I won’t reveal the roles of the characters on the base in order to leave some intrigue, I’ll just post it as a continuous list without description.



As a bonus, I’m posting screenshots of new locations. A new biome will appear in the game, it will be the northern prairies.




Update 16.3 alpha

[h2]CHANGE LOG[/h2]

Improvements

  • Updated shots of all firearms on robot turrets.
  • If the shotgun was unloaded, then after reloading the character will fire a cartridge into the barrel.
  • Added Spanish localization.
  • Updated German localization.
  • Updated Polish localization.
  • The crosshair is displayed when the character is holding a knife or interacting with the beds.
  • The material of the zombie fireman's helmet has been replaced with polymer.
  • Added aiming settings for firearms.
  • Zombies follow the sound of grenades and barrels exploding.
  • The description of the sleeping bag indicates the installation method.
  • Base robot speed increased by 25%.
  • In the swamp location, the compensator for the rifle has been replaced with a compensator for the AKM, since this is now a more relevant improvement.
  • Increased the trigger range for the city boss, which will allow the robot to enter the boss area before the gate closes under certain conditions.
  • Two empty canisters are placed in the base building in case the canisters are not generated in cars and the player does not have the opportunity to drain the fuel at a gas station.


Corrected mistakes

  • Fixed a possible cause of a bug where zombies were crawling towards the player with a sleep animation.
  • The character no longer uses first aid kits or provisions in active slots when using fists.
  • Fixed a bug in which the animation of chambering a cartridge after firing a shotgun was not played every other time if the player quickly clicked the shot key.
  • Fixed a bug in which the trigger on a revolver would break if you quickly press the shot button immediately after firing.
  • The collision for the railing of the high entrance staircase of a multi-story building has been returned.
  • Fixed an unexpected ability to enter the workshop in the swamps through the gate.



Day of Toilet Zombie Heads.



Hey, drivers! In the Halloween event, I wrote that I would try to periodically spoil players with new events. The last big update is a good reason to pamper you again, so I'm announcing a one-day but very important event, the day of toilet zombie heads. Destroy 30 toilet zombie heads and receive an incredible, useful and rare item that can be crafted in one of the workbenches.

[h3]The event will start at 12 am in your time zone.[/h3]